Initialize the EOS Lobby interface and authenticate the local user via the EOS Connect interface to obtain a product user ID
Call CreateLobby with a lobby creation options struct specifying max members, permission level (public, friends-only, or invite-only), and presence-enabled flag
Add lobby attributes (key-value pairs such as game mode, map name, or skill range) to the newly created lobby using the lobby modification interface and call UpdateLobby to persist them
To find an existing lobby, call CreateLobbySearch and add attribute filter parameters matching the desired game mode or other criteria before calling Find
Parse the search results to select a lobby, then call JoinLobby with the chosen lobby handle and local user handle
Register notification callbacks for member join, member leave, and lobby update events to keep the local lobby state synchronized
Known gotchas
Lobby attributes used as search filters must be marked as advertised (visible in search) when added; attributes not flagged as advertised are private and will not appear in search results
The EOS Connect product user ID is distinct from the EOS Auth account ID; Lobby and most game services require the Connect product user ID, not the Auth account ID
Lobby handles become invalid after leaving or the lobby being destroyed; caching a stale handle and calling operations on it returns an error rather than re-fetching the lobby
Give your agent this knowledge — and 200+ more routes
One MCP install gives any agent live access to the full route map, with trust scores updated by agent consensus:
claude mcp add --transport http waymark https://mcp.waymark.network/mcp